// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        skeletonAnimation = animator.GetComponent <SkeletonAnimation>();
        giraffeController = animator.gameObject.GetComponent <GiraffeController>();

        earsAndBlinkMinTime = giraffeController.EarsAndBlinkMinTime;
        earsAndBlinkMaxTime = giraffeController.EarsAndBlinkMaxTime;
        pickUpGrassMinTime  = giraffeController.GoFromIdleToEatMinTime;
        pickUpGrassMaxTime  = giraffeController.GoFromIdleToEatMaxTime;

        SetMoveEarsAndBlinkTimer();
        pickUpgrassTimer = Random.Range(pickUpGrassMinTime, pickUpGrassMaxTime);

        if (fromSleep)
        {
            skeletonAnimation.AnimationState.SetAnimation(0, getUpAnimationName, false);
            skeletonAnimation.AnimationState.AddAnimation(3, moveTail, true, 2f);

            fromSleep = false;
        }
        else
        {
            skeletonAnimation.AnimationState.SetAnimation(0, MoveThroatUp, false);
        }
        skeletonAnimation.AnimationState.AddAnimation(0, idleAnimationName, true, 0f);
    }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     skeletonAnimation = animator.GetComponent <SkeletonAnimation>();
     giraffeController = animator.gameObject.GetComponent <GiraffeController>();
     minTimeMovingEars = giraffeController.EarsAndBlinkMinTime;
     maxTimeMovingEars = giraffeController.EarsAndBlinkMaxTime;
     skeletonAnimation.AnimationState.SetAnimation(0, sleepAnimationName, true);
     updateTimer();
 }
Example #3
0
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     skeletonAnimation = animator.GetComponent <SkeletonAnimation>();
     giraffeController = animator.gameObject.GetComponent <GiraffeController>();
     goToIdleMinTime   = giraffeController.GoToIdleMinTime;
     goToIdleMaxTime   = giraffeController.GoToIdleMaxTime;
     blinkMintime      = giraffeController.BlinkEatMintime;
     blinkMaxTime      = giraffeController.BlinkEatMaxTime;
     goToIdleTimer     = Random.Range(goToIdleMinTime, goToIdleMaxTime);
     SetBlinkTimer();
     skeletonAnimation.AnimationState.SetAnimation(0, moveThroatDown, false);
     skeletonAnimation.AnimationState.AddAnimation(0, idleDown, true, 0f);
     skeletonAnimation.AnimationState.AddAnimation(2, eatGrassAnimationName, true, 2f);
 }
 public void OnChoosePink()
 {
     // set multiplier to 2, sprite to pink, free death to false
     GiraffeController.SetPink();
     SceneManager.LoadScene("mainScene");
 }
 public void OnChooseRegular()
 {
     // set multiplier to 1, set sprite to regular, free death to false
     GiraffeController.SetRegular();
     SceneManager.LoadScene("mainScene");
 }
 public void OnChooseBlue()
 {
     // set multiplier to 1, sprite to blue, free death to true
     GiraffeController.SetBlue();
     SceneManager.LoadScene("mainScene");
 }
Example #7
0
 void Start()
 {
     giraffeController = GetComponentInParent <GiraffeController>();
 }